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talconhiro

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A member registered Dec 01, 2016 · View creator page →

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The use of Tarot as a guiding light to direct play - e.g. help a lost player find their way through the experience is top notch. I got a little tripped up with how exactly to journal certain aspects, but this is so lovingly crafted I have goosebumps. Thank you for sharing! 

I had some trouble parsing some of the formatting, but this core idea is really fun. I think some aspects need re-arranged to be easier to pick up flow of how the game works and what certain terms mean. Still, really unique concept!

I think you should just use a D4  or a D8 instead of a D20 if it's just going to be broken up into 4 categories of success anyways. Things get more dramatic that way. 

There's some great tools for good fun in this!

This is really easy to understand and conceptualize. I really enjoy how every aspect is dealing with different interpretations of Loss. I'm not normally one for journaling games, but I might actually play this. A+++

The deck of cards is super interesting, but, I'm not a huge fan of arbitrary choice for players. A 2.0 might see you flesh out theming for the suits that work both as sources of hope and sources of despair.

The opening, "

The Gone World is a rules-light ttrpg. What is a rules-light ttrpg, you ask? Google it. Stop playing games and start playing games!" is kinda a little offputting? Like, I get you're trying for a cheeky tone, but it's apt to turn players away.

I really would like to see stats expanded on. I'm having a hard time internalizing how skill challenges come up and how they are overcome with this. 

The Phase structure is really cool though! Great themeing. 

The opening, "

The Gone World is a rules-light ttrpg. What is a rules-light ttrpg, you ask? Google it. Stop playing games and start playing games!" is kinda a little offputting? Like, I get you're trying for a cheeky tone, but it's apt to turn players away.

I really would like to see stats expanded on. I'm having a hard time internalizing how skill challenges come up and how they are overcome with this. 

The Phase structure is really cool though! Great themeing. 

I think structured roles to fill (but how they're filled) on a crew will help players make more informed choices, and agree that a bit more guiding on how to run this game would add a lot. 
That said, the idea and themeing was really great! I hope I can see a 2.0 some day!

This is a pretty cool concept, but I think I'd like to see a slightly more fleshed out version. More information to use as jumping off points and lines of questioning for the Bartender. More Backgrounds, talking about tables inside tables!

This is a really great foundation, I'd love to see a version 2.0 that more clearly outlines what the journey through the game should feel like and the purpose of the past/present/future structure. Really cool stuff! Great question prompts. 

This is a really great foundation, I'd love to see a version 2.0 that more clearly outlines what the journey through the game should feel like and the purpose of the past/present/future structure. Really cool stuff! Great question prompts. 

This is a cool concept! I think it could be very useful. Gameification with TTRPGs is an untapped market. I think there could be a *little* more mechanics to keep the player a bit more engaged in some semblance of "progression" but this is cute! 

This PDF is off the chain, it's so well constructed. It was a dream reading. Your mechanics all meaningfully feed into each other and its themes. This is such a great example of what TTRPGs can do!!

This PDF is off the chain, it's so well constructed. It was a dream reading. Your mechanics all meaningfully feed into each other and its themes. This is such a great example of what TTRPGs can do!!

Yo this is a fun concept, and with a little more fleshing out it could become something incredibly cool! Drawing the imaginary definitely is a nice touch. I think this game especially though needs a sample adventure for me to fully wrap my head around the vibes. Still, great work! 

Hey yo. What the hell. This is so cute. I just, oh my goodness. There's so much potential to this, and the quality of the presentation is TOP notch. I wanna play this now! I really like the tug and pull of traits as emergent truths, and LOST as a looming end state.

Hey yo. What the hell. This is so cute. I just, oh my goodness. There's so much potential to this, and the quality of the presentation is TOP notch. I wanna play this now! I really like the tug and pull of traits as emergent truths, and LOST as a looming end state.

Loyalty as a stat and making a concise decision the more capacity for loyalty you have the weaker you are is interesting. Perhaps it might be good to split the physical stats into 2 just to make more diverse spreads of characters. 

I think the document's arrangement could be shifted a bit, but this is such a cool concept. A TTRPG with a theoretical win condition. expansions could easily be built into this too!!

Ahhh thank you t.t